Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist

This commit is contained in:
zicodxx 2010-06-23 11:44:12 +00:00
parent c935ecfa99
commit 171386bc24
5 changed files with 853 additions and 863 deletions

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@ -1,5 +1,9 @@
D2X-Rebirth Changelog
20100623
--------
main/menu.c, main/newmenu.c, main/newmenu.h, main/net_ipx.c: Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist
20100622
--------
main/titles.c: Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly

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@ -543,7 +543,7 @@ int DoMenu()
create_main_menu(m, menu_choice, &num_options); // may have to change, eg, maybe selected pilot and no save games.
newmenu_do3( "", NULL, num_options, m, (int (*)(newmenu *, d_event *, void *))main_menu_handler, menu_choice, 0, Menu_pcx_name, -1, -1);
newmenu_do3( "", NULL, num_options, m, (int (*)(newmenu *, d_event *, void *))main_menu_handler, menu_choice, 0, Menu_pcx_name);
return 0;
}
@ -1061,8 +1061,6 @@ void change_res()
gr_set_mode(Game_screen_mode);
init_cockpit();
game_init_render_buffers(SM_W(screen_mode), SM_H(screen_mode), VR_NONE);
window_close(window_get_front()); // close options dialog - it will be messy with a different resolution
do_options_menu(); // reopen it
}
int input_menuset(newmenu *menu, d_event *event, void *userdata)
@ -1503,7 +1501,7 @@ void do_multi_player_menu()
#endif
#endif
newmenu_do3( NULL, TXT_MULTIPLAYER, num_options, m, (int (*)(newmenu *, d_event *, void *))multi_player_menu_handler, menu_choice, 0, NULL, -1, -1 );
newmenu_do3( NULL, TXT_MULTIPLAYER, num_options, m, (int (*)(newmenu *, d_event *, void *))multi_player_menu_handler, menu_choice, 0, NULL );
}
#endif
@ -1540,5 +1538,5 @@ void do_options_menu()
// Fall back to main event loop
// Allows clean closing and re-opening when resolution changes
newmenu_do3( NULL, TXT_OPTIONS, 11, m, options_menuset, NULL, 0, NULL, -1, -1 );
newmenu_do3( NULL, TXT_OPTIONS, 11, m, options_menuset, NULL, 0, NULL );
}

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@ -68,8 +68,8 @@ extern int newmenu_do1(char *title, char *subtitle, int nitems, newmenu_item *it
// Same as above, only you can pass through what background bitmap to use.
extern int newmenu_do2(char *title, char *subtitle, int nitems, newmenu_item *item, int (*subfunction)(newmenu *menu, d_event *event, void *userdata), void *userdata, int citem, char *filename);
// Same as above, only you can pass through the width and height
extern newmenu *newmenu_do3(char *title, char *subtitle, int nitems, newmenu_item *item, int (*subfunction)(newmenu *menu, d_event *event, void *userdata), void *userdata, int citem, char *filename, int width, int height);
// Same as above, but returns menu instead of citem
extern newmenu *newmenu_do3(char *title, char *subtitle, int nitems, newmenu_item *item, int (*subfunction)(newmenu *menu, d_event *event, void *userdata), void *userdata, int citem, char *filename);
// Tiny menu with GAME_FONT
extern newmenu *newmenu_dotiny(char * title, char * subtitle, int nitems, newmenu_item * item, int (*subfunction)(newmenu *menu, d_event *event, void *userdata), void *userdata);